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Fedifensor

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Everything posted by Fedifensor

  1. Re: Super Fantasy Heroes Oh, I watched both Blackstar and Thundarr the Barbarian. However, Battle Chasers really melded the superhero and fantasy genres well - it's worth picking up a copy of Battle Chasers: A Gathering of Heroes (collecting issues #1-5). You have a nine-year old girl with magical gloves that grant invulnerability and superstrength (brick), an epic swordsman with a really powerful magic sword (martial artist), a war golem who can fly and fire projectiles (brick/energy projector), and a powerful wizard (energy projector/VPP user). Unfortunately, it only lasted 9 issues, and the creator moved on to working for a videogame company. Thundarr was a more of a high-powered fantasy game with post-apocalyptic elements, while Blackstar was a mix of epic fantasy and sci-fi. Granted, it's been a long time since I watched either, so I may be forgetting things that would be distinct to the superhero genre.
  2. Re: Super Fantasy Heroes The first thing that comes to mind when I hear the words "superhero" and "fantasy" in the same sentence is Battle Chasers...
  3. Re: List of Professions Get sued. Some things in the HERO system are basically prerequisites to other things you can buy with points. However, for anyone who has watched "Catch Me If You Can", I can see someone with the perk but without the skills required to actually practice their profession. If they are smart, lucky, and have good social skills, they may be able to avoid having to actually use one of the skills that they don't have. What the perk gives you is the ability to avoid entanglements. If you have a law license, you can hire yourself out as a lawyer and make money with those skills. Same thing if you're a doctor. However, if you don't have the actual skills to go with that perk, then people aren't going to hire you more than once... If supergenius X walks in the doorway and says, "Step aside, only I have the necessary skills to save this man's life!"...well, who's going to believe the guy if he has no credentials? If you're talking about brain surgery, you can't have the guy practice on someone to prove what he's saying...and you may not have time to administer all the tests that would show he knows what he's doing. Heck, even if he has the raw knowledge, what happens if the guy faints at the sight of blood? There's no way to know until the patient is on the table. That's why our society requires licensing for several professions. In a superhero game, it's quite possible to have all the knowledge without the license. It would be pretty easy to get the license if you have the knowledge...but that actually requires time (and thus points) spent.
  4. Re: Mythic Creatures as Eco-Terrorists? Well, while I'm not 100% done with the writeup (the background could be better, disadvantages need to be fleshed out, and I'm a little unsure about some of the powers), here is Medusa, the leader of Mythos. I'll edit the post once I finish up the disadvantages. Medusa Alternate IDs: Euryale, Eunice Yale VAL...CHA...Cost...Total...Roll......Notes 25....STR.....15...25......14-.......HTH Damage 5d6 END [2] 20....DEX.....30...20......13-.......OCV 7 DCV 7 23....CON.....26...23......14- 25....BODY....30...25......14- 13....INT.....3....13......12-.......PER Roll 12- 18....EGO.....16...18......13-.......ECV: 6 25....PRE.....15...25......14-.......PRE Attack: 5d6 24....COM.....7....24......14- 14....PD......9....14/17.............14/17 PD (0/3 rPD) 14....ED......9....14/17.............14/17 ED (0/3 rED) 5....SPD.....20.....5................Phases: 3, 5, 8, 10, 12 12....REC.....4....12 48....END.....1....48 55....STUN....5....55 7....RUN......2....7"................END [1] 2....SWIM.....0....2"................END [1] 5....LEAP.....0....5"................5" forward, 2 1/2" upward CHA Cost: 192 Cost...POWERS 45.....Medusa: Elemental Control, 90-point powers 58.....1) Gaze of Stone: (Total: 128 Active Cost, 89 Real Cost) Drain SPD 3d6+1 (standard effect: 10 points), Reduced Endurance (1/2 END; +1/4), No Normal Defense (Inorganic targets, being blind, or deliberately averting one's gaze; +1/2), Ranged (+1/2), Delayed Return Rate (points return at the rate of 5 per 5 Minutes; +1/2) (91 Active Points); Not when blinded (-1/4) (Real Cost: 73) plus Major Transform 2d6 (Flesh to Stone, Recovery), Reduced Endurance (1/2 END; +1/4) (37 Active Points); Linked (???; -1/2), Only versus living targets (-1/4), Not versus blind targets or those that avert their gaze (-1/4), Not when blinded (-1/4) (Real Cost: 16) - END=5 22.....2) Hair of Snakes: (Total: 90 Active Cost, 44 Real Cost) Killing Attack - Ranged 1d6 (vs. PD), Penetrating (+1/2), Reduced Endurance (0 END; +1/2), Trigger (Activating the Trigger is an Action that takes no time, Trigger requires a Zero Phase Action to reset, Two activation conditions apply simultaneously; +1) (45 Active Points); No Range (-1/2) (Real Cost: 30) plus Drain BODY 1 1/2d6, Delayed Return Rate (points return at the rate of 5 per 5 Minutes; +1/2), Reduced Endurance (0 END; +1/2), Trigger (Activating the Trigger is an Action that takes no time, Trigger requires a Zero Phase Action to reset, Two activation conditions apply simultaneously; +1) (45 Active Points); Extra Time (1 Turn (Post-Segment 12), -1 1/4), Linked (Killing Attack - Ranged; Lesser Power can only be used when character uses greater Power at full value; Greater Power is Constant or in use most or all of the time; -1/2), Only if HKA does BODY (-1/4), Not versus targets with LS: Immunity to Poison (-1/4) (Real Cost: 14) - END=0 22.....Curse of Immortality: Healing 1 BODY, Resurrection, Reduced Endurance (0 END; +1/2), Persistent (+1/2) (60 Active Points); Extra Time (Regeneration-Only) 1 Turn (Post-Segment 12) (-1 1/4), Self Only (-1/2) [Notes: Only killed by having her head cut off in a single stroke from a hero's blade] 90.....Supernatural Resilience: (Total: 90 Active Cost, 90 Real Cost) Physical Damage Reduction, Resistant, 50% (Real Cost: 30) plus Energy Damage Reduction, Resistant, 50% (Real Cost: 30) plus Mental Damage Reduction, 50% (Real Cost: 30) 9......Tough Skin: Armor (3 PD/3 ED) 12.....Creature of Myth: Power Defense (12 points) 10.....Poison Immunity: Life Support (Immunity: All terrestrial poisons and chemical warfare agents) 5......Ageless: Life Support (Longevity: Immortal) 109....Mystical Knowledge: Variable Power Pool (Magic Pool), 55 base + 54 control cost, Powers Can Be Changed As A Zero-Phase Action (+1) (109 Active Points) 2......Glasses: Sight Group Flash Defense (5 points) (5 Active Points); OAF (-1) POWERS Cost: 384 Cost...MARTIAL ARTS ......Martial Arts (Pankration) 4......1) Crush: 1/2 Phase, +0 OCV, +0 DCV, 9d6 Crush, Must Follow Grab 4......2) Escape: 1/2 Phase, +0 OCV, +0 DCV, 40 STR vs. Grabs 3......3) Grab: 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, 35 STR for holding on 4......4) Punch: 1/2 Phase, +2 OCV, +0 DCV, 7d6 Strike 3......5) Sacrifice Throw: 1/2 Phase, +2 OCV, +1 DCV, 5d6 Strike; You Fall, Target Falls MARTIAL ARTS Cost: 18 Cost...SKILLS 10.....+1 Overall 6......+3 with Gaze of Stone 6......Penalty Skill Levels: +4 vs. Range Modifier with Gaze of Stone 3......Acting 14- 3......Climbing 13- 3......Concealment 12- 3......Conversation 14- 3......Disguise 12- 3......High Society 14- 3......Mimicry 12- 3......Oratory 14- 3......Paramedics 12- 3......Persuasion 14- 15.....Power: Magic (EGO-based) 19- 3......Riding 13- 3......Seduction 14- 3......Shadowing 12- 3......Sleight Of Hand 13- 3......Stealth 13- 3......Streetwise 14- 3......Survival 12- 3......Tactics 12- 3......Teamwork 13- 3......Linguist 4......1) Language: English (imitate dialects) (5 Active Points) 3......2) Language: French (idiomatic) (4 Active Points) 3......3) Language: German (idiomatic) (4 Active Points) 0......4) Language: Greek (Byzantine) (idiomatic) (4 Active Points) 3......5) Language: Japanese (idiomatic) (4 Active Points) 3......6) Language: Mandarin (idiomatic) (4 Active Points) 3......KS: Pankration (INT-based) 12- 2......TF: Riding Animals 4......WF: Common Melee Weapons, Common Missile Weapons SKILLS Cost: 122 Cost...PERKS 30.....Vehicles & Bases (Base Contribution) 4......Reputation: Mythical creature (A large group) 11-, +2/+2d6 PERKS Cost: 34 Value..DISADVANTAGES 10.....Distinctive Features: Medusa (Easily Concealed; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses) 20.....Hunted: Federal, State, and Local Law Enforcement 8- (Mo Pow, NCI, Capture) 10.....Hunted: OmniCorp 8- (As Pow, Harshly Punish) 15.....Reputation: Mythic supervillain, 11- (Extreme) 15.....Psychological Limitation: Must use gaze attack against anyone she is in love with (Common, Strong) DISADVANTAGES Points: 70 Base Pts: 200 Exp Required: 480 Total Exp Available: 400 Exp Unspent: 0 Total Character Cost: 750 Background/History: Medusa's origins are in ancient Greece, so long ago that none remember the true circumstances that changed her from human to monster. The nature of the curse upon her wiped away the memories of her previous life, and all she knows is that she blames the gods for her current condition. Whether those gods actually exist is a matter of debate, but Medusa has never found them. What she does know is that after being changed, she was forced to hide from the mortal world for many centuries. She was fortunate enough to find a witch to teach her magic during the Renaissance, and learned to disguise her appearance via spells for short periods of time. Medusa remained hidden until the second World War, where a manipulative warlock in Germany convinced her to assist in the war effort. Once she discovered the racial discrimination of her masters, she turned them to stone...there are even a few rumors that Hitler's suicide was motivated in part because he knew Medusa was coming for him. It was at this time that she realized that the rise of technology was endangering mythical creatures like herself, and slowly uncovering the few secluded places left in the world. For the next 40 years, she sought out creatures like herself, forming an alliance for mutual protection called Mythos. After primes were revealed to the world in 1986, her alliance of mythical creatures no longer had a reason to stay to the shadows. The public now knew that magic was real, which meant the veil of ignorance was lifted. For the past twenty years, Medusa has used Mythos to protect the environment and destroy any threats to the mythological world. Law enforcement views them as eco-terrorists, as many of their targets have been companies polluting locations of special importance to mythic creatures. Personality/Motivation: Medusa was an outcast from the world for so long that she retained an outsider mentality even after learning to disguise herself and blend in. While she has no grudge against humanity in general, she is quite vicious against those threatening her or her cause. She considers lethal force to be an option - though it is general the last option. However, her prefered method of dealing with enemies may be worse than death, as she turns them into permanent statues. Originally, her curse forced her to use her gaze attack against all living creatures. While the curse has diminished over time, she must make an EGO roll not to use the gaze attack versus anyone she has fallen in love with. Quote: "I'm going to have to ask you to stay around...permanently." Powers/Tactics: Medusa's primary power is the ability to turn creatures to stone, which fades over time (heals as BODY damage). Her tactic against foes she hunts is to turn them to stone with her normal gaze, then take them to a remote location and make the transformation permanent with a second Transform attack (from her VPP). In addition to her gaze, her hair of snakes is extremely deadly, magically bypassing defenses to drain a foe's life force (which also makes them easier to transform). Any foe that attacks her in melee will cause the snakes to strike back at them, and they will repeatedly attack any foe she grapples (but no more than once per phase). The curse also grants her eternal life, even beyond death. In addition to the powers of her curse, she is an accomplished magician who can cast a wide variety of spells. Her primary attacks aside from her gaze are a 11d6 EB with SFX based on the vulnerabilities of her target, a 7 DEF, 4d6 Entangle (mystical chains), or a 11d6 Mind Control ("look at me"). She has also been known to increase her Strength and other physical attributes to take on a tough foe in melee combat, using her wrestling skills. Campaign Use: Medusa is a low-end master villain. Her gaze of stone is effective against any living creature that can see her, making her a major threat to most foes, and her magical abilities ensure that she can be effective even against those immune to her gaze. Her primary weakness is a relatively low Speed. She should not be fought by less than two heroes at once. Appearance: See the following link: http://www.herogames.com/forums/attachment.php?attachmentid=2955&d=1074717061
  5. Re: List of Professions I've updated the Driver entry to take those suggestions into account. I'm also looking forward to seeing Captain Goldfish's list - it should make this project a lot easier!
  6. Re: The Uber-Blast I still prefer the version that drains your END to 0: Standard Blast: Energy Blast 10d6 (vs. ED) Uber-Blast: Energy Blast 10d6 (vs. ED) (50 Active Points); Increased Endurance Cost (x10 END; -4), Side Effects (All END-using powers shut off at the end of the segment; -1/2), Must use enough dice to drain END completely (-1/4) Notes: Adds to Standard Blast
  7. I am trying to create a Teleporter who can teleport with other creatures (willing or otherwise) if he has them in a grab. In previous editions, I could do this simply by buying Increased Mass for the Teleport, and have a grabbed target move with me (just like with any other movement power). However, 5ER states "If the additional mass is additional persons, those persons have to want to be Teleported; involuntarily Teleporting someone requires the Usable As Attack Advantage." Looking under Usable On Others (Usable As Attack), it states that "A Usable As Attack power is only usable as an attack — the character cannot use it himself for its normal purpose." So, how do you build a power that allows you to teleport both yourself and someone you hold? Do you have to buy a UAA teleport with a linked normal Teleport? Is it more expensive than a simple UAA that teleports the target only (which means it's easier to put the target in a hazardous area without endangering yourself)?
  8. Re: Mental Deflection It's a nice ability, but significantly more expensive than just getting 30 points of Mental Defense (which will make you basically immune to mental powers in a standard superhero game). Mental Defense is also always on - you don't need to take an action to use it. The really scary part of Missile Deflection BoECV is when you add Reflection to it...
  9. Re: List of Professions Yep! Aside from the usefulness in having the skill set for NPCs (including supervillains), I think those wiser in comic-fu than I could come up with multiple examples of heroes that were (or are, in the Iron Age) crime bosses. The one that comes to mind is the Shadow (at least the movie version...). Okay, here's an update, with the submissions so far polished up and placed in alphabetical order. I've made a few changes - let me know if you like or dislike them. Archaeologist Required: PS: Archaeologist, KS: Archeology, KS: (specific field's) History Recommended: AK: (specific field's) Country, KS: (specific field's) Culture, KS: (specific field's) Theology, Language(s): (ancient and modern for specific field's country) Related: KS: Library Research, Conversation, Persuasion Notes: Contacts (other academics/archaeologists), Passport Circus Performer Required: Acrobatics, Breakfall, PS: Circus Performer Recommended: PS: Specialty Area (Aerialist, Clown, Jongleur, Animal Tamer, etc.), AK: Locations visited (cities, regions, etc), Climbing, KS: Circus History Related: Bureaucratics (contract negotiations), also see similar professions (such as Stage Magician) Notes: The Traveler enhancer is commonly taken, along with Perk: Passport Day Care Provider Required: PS: Child Care, Paramedics (First Aid/CPR, for licensed providers) Recommended: Instructor, KS: Children's Entertainment, PS: Housekeeping Related Skills: See Teacher for other possible skills. Notes: Perk: Licensed Child Care Provider is required if you are caring for more than six children, DNPC is a standard disadvantage. Driver Required: TF: (chosen vehicle type), PS: Driver, Perk: Drivers License Recommended: Combat Driving, Mechanics (car repair), KS: (chosen vehicle type) Related Skills: Conversation (for drivers that carry passengers), Systems Operation (CB Radios, familiarity), Language: (local languages), Shadowing, Streetwise Notes: Cab drivers may take WF: Small Arms and/or Martial Arts, depending on how dangerous the neighborhood is. Bump of Direction is a useful Talent, though few drivers have it. Lawyer Required: Bureaucratics, Conversation, Oratory, PS: Lawyer, Fringe Benefit: License to Practice Law Recommended: Criminology (familiarity), Deduction, Interrogation, Persuasion Related Skills: Acting, High Society, KS: (area of speciality) Notes: Interrogation is used by particularly aggressive lawyers when trying to extract information from an unwilling individual (cross-examination!) Librarian Required: PS: Archivist/Librarian, Research, KS: General Knowledge, KS: Cataloging & Classification Recommended: KS: Specialty Area (Reference, Youth Services, History, Government, etc.), Bureaucratics, Conversation Related: Computer Programming (becoming more prevalent), Deduction, PS: Teacher Notes: High-security libraries may have Perk: Access, Scholar Enhancer is common, as is Cramming and Speed Reading Network Administrator/Programmer Required: Computer Programming, PS: Administrator or Programmer, KS: (chosen computer language) Recommended: Additional Knowledge skills for computer languages and network protocols, Bureaucratics, Persuasion Related: Cryptography, Electronics, Inventor, PS: Entrepreneur, SS: Mathematics, Security Systems (keycard and scanner systems), Perk: Access (for organizations with high security), Perk: Wealth Notes: Often, one person will have worn both hats throughout their career, and there is a lot of skill crossover. Unemployed programmers may have Disadvantage: Money instead of Perk: Wealth... Priest Required: PS: Priest, KS: (own religion), Oratory Recommended: Conversation, Persuasion, KS: Theology Related: High Society or Streetwise (depending on social status), SS: Psychology (familiarity) Notes: Most priests should take Fringe Benefit: Right to Marry and Membership (the clergy). Social Limitation: Vow Of Celibacy optional, depending on religion in question. Stage Magician Required: Sleight of Hand, Oratory, KS: Prestidigitation, PS: Magician Recommended: KS: Specialty Area (Grand Illusions, Close up magic, escapism, card tricks, etc.), Concealment, Lockpicking, KS: History of Magic Related: Stealth, KS: Ventriloquism, KS: Stagecraft Notes: Rivalry: Other Magicians is common (it’s a very competitive business), famous magicians may have Perk: Money and/or Perk: Reputation Edit: Several new professions added (1/4/08)
  10. Re: Mental Deflection It's a bit of a kludge, but I'd buy Missile Deflection at the 20 point level (any ranged attack), then buy Based on ECV defined as deflecting mental (but not physical or energy) attacks.
  11. Re: Conversion of M&M Archetypes as HDC files
  12. Re: Conversion of M&M Archetypes as HDC files
  13. Re: Flying Dodge If you're going to ignore Steve and houserule it, why not just have the attack occur before the target gets behind cover, as Steve himself suggests in the rationale behind the maneuver? Really, the most annoying part of all of this is that Steve contradicted himself in the explanation given for how the Flying Dodge works, as I quoted earlier: "The attacker’s attack might hit just as the character starts his Flying Dodge or the like". Here's how I run it. Versus AoE attacks, it works like a souped-up Dive for Cover - if you have the movement to get out of the AoE, it misses you. Versus targeted attacks, the attack goes off after the DCV boost but before the movement. That gives the attacker a chance to hit, but the DCV boost makes that unlikely. It's a slight penalty to AoE attacks, but that doesn't bug me.
  14. Re: Conversion of M&M Archetypes as HDC files Again, that's a rather subtle distinction for most players. 30/30 Defenses will bounce all normal bullets, and even AP bullets aren't gong to do BODY through halved defenses. Yes, it may cause a fair amount of STUN (depending on the power of the attack and how the GM handles the STUN multiplier), but that's a difference between how the two systems handle lethal and nonlethal damage. The posted character can actually do things 10x quicker than a normal person. Compare a SPD 2 character with a 3 CV and 6" of running versus a SPD 6 character with a 10 OCV (easily handling the multiple move-by penalties) and 15" of Flight. The Paragon moves almost 10" as fast, and can take out 10 thugs in the time that a SPD 2 character can take out 1. It's just a matter of explaining the relevant HERO maneuver to the player. When a new player comes to me, they're more concerned about emulating acharacter from the comics than a character from another game system - which is what the M&M archetypes also attempt to do. That said, I think the templates provided in this thread could use some more work - it's not how I would have designed them. For the same point total, I can create a flying brick with supersonic flight, enough LS to survive in space, durable enough to bounce bullets, a few super-senses like X-Ray vision, and still have more points for skills than are reflected in the M&M version (Listen, Search, and Spot are levels of Enhanced Perception or a higher than normal Int, which leaves a single Profession that can be covered with two or three 3-pt skills). That's a Superman-esque character...just like the Paragon.
  15. Re: The Uber-Blast Well, if one of the powers that shuts off is your force field, you'd better be VERY sure that 20d6 attack hits every foe on the battlefield (presumably by spreading the EB). If you miss even one guy, they'll turn you into paste on their phase (as you've just become the biggest target on the battlefield). And even if you stun them all...that's only one phase. Better find cover, quick!
  16. Re: List of Professions Good point. There is such a thing as getting too general...
  17. Re: Conversion of M&M Archetypes as HDC files From what I've seen, it's the classic flying, strong, tough brick character - I don't think the PL 10 version is supposed to be anywhere equivalent to Superman. There are lots of this archetype in comics, though Superman is obviously the most well-known. Here's a link to the archetypes: http://64.17.155.164/files/heroarchetypes.pdf Edit: The Paragon is apparently called the Original now...
  18. Re: Conversion of M&M Archetypes as HDC files If you were referring to a specific character in a campaign world, that might be true. But you should be able to carry over the general feel of the archetype on 350 points. You may not have the exact powers, but it will have the same feel (superstrong, supertough, can fly, etc). Which, if you want to introduce an M&M player to HERO, is precisely the point. For the one I posted (Paragon), I'd drop the Speed to 5, drop the defenses to 28/28, trim a few other points from characteristics, and remove the poison/disease immunity (perhaps replacing with some points in Power Defense). That should give enough points to flesh out the character with a decent amount of skills, and maybe buy an added power to flesh things out (megascale flight so he can fly into space is one option).
  19. Fedifensor

    Terrapin

    Re: Terrapin While the kid genius concept has been overused, I've always been partial to Turtle armor and its variations. As a blatant plug: my campaign's version of Turtle armor can be found here: http://www.herogames.com/forums/showthread.php?p=1468511 Well, if you really want a cool picture of turtle-esque armor, I suggest getting the Astro City trade paperback called "The Tarnished Angel". It has a really cool character in there called the Mock Turtle.
  20. Re: Mythic Creatures as Eco-Terrorists?
  21. This is something I suggested way back when Steve was collecting ideas for The Ultimate Skill. Since I have yet to see it take shape, I turn to my fellow Champions players for help. What do you do when a player says, "I want my character to be a Doctor. What skills do I need to buy?" Instead of having to rack my brain each time this comes up, I'd like to make a list of common professions, then a list of skills to pick from. Here's an example: Lawyer Required: Bureaucratics, Conversation, Oratory, PS: Lawyer Recommended: Criminology (familiarity), Deduction, Interrogation, Persuasion Related Skills: Acting, High Society, KS: (area of speciality) Notes: Lawyers should also take Fringe Benefit: License to practice law. Interrogation is used by particularly aggressive lawyers when trying to extract information from an unwilling individual (cross-examination!) This is designed to be more of a top-level list. A criminal defense lawyer is going to have different skills than a copyright law lawyer. Basically, I'm looking for a general list that a person can then customize based on the specifics for their character. Basically, when you think "lawyer" as opposed to "criminal defense lawyer" (or "handyman" as opposed to "plumber", etc), what skills pop to mind? However, before we can determine skills for each profession, we need a list of professions to work from. Here's what I came up with, based on the list in Champions. Anchorman - Archaeologist - DONE Artist - Athlete - Bail Bondsman - Bartender - Burglar/Thief - Businessman - Celebrity - Charity Worker - Circus Performer - DONE Congressman - Coroner - Crime Boss - Day Care Provider - DONE Doctor - Driver - DONE EMT - Fire Chief - Firefighter - Gambler - Handyman - Inventor - Investigator (P.I./Police) - Lawyer - DONE Librarian - DONE Martial Arts Master - Mechanic - Medium/Psychic - Military Officer - Network Administrator/Programmer - DONE Occult/Paranormal Investigator - Performer - Police Chief/Captain - Police Officer - Politician - Priest - DONE Professor - Reporter - Shop Owner - Stage Magician - DONE Support Personnel - Teacher - Valet/Butler - So, who wants to help me take on this project? Basically, pick a profession (or suggest one not on the list), then write up a list of skills using the template I used above, posting it into this thread. Once we have a decent amount of professions written up, I'll compile the list in alphabetical order and convert it to a PDF that will be sent to Steve for hosting in the Free Stuff section of the site. EDIT: The list of completed professions can be found here (7th post in this thread).
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